Zerudaaaaa! wrote:I don't see the problem with using a standard pad. If anything, I can see that becoming the norm.

The opportunity for levels of immersion and realism like never before seen, and people still insist on twin strawberry floating analogues.

The new controllers look fine for interacting with something at arm's length, but what if you want to do something else like, you know, walk forward? What other current alternative is there aside from using an analogue stick.

One is fine, but you have head tracking, so what's the point of the other stick?

Zerudaaaaa! wrote:I don't see the problem with using a standard pad. If anything, I can see that becoming the norm.

The opportunity for levels of immersion and realism like never before seen, and people still insist on twin strawberry floating analogues.

The new controllers look fine for interacting with something at arm's length, but what if you want to do something else like, you know, walk forward? What other current alternative is there aside from using an analogue stick.

Zerudaaaaa! wrote:I don't see the problem with using a standard pad. If anything, I can see that becoming the norm.

The opportunity for levels of immersion and realism like never before seen, and people still insist on twin strawberry floating analogues.

The new controllers look fine for interacting with something at arm's length, but what if you want to do something else like, you know, walk forward? What other current alternative is there aside from using an analogue stick.

The Oculus Touch actually has dual analog anyway so I think that SEP is muddling his points.

Zerudaaaaa! wrote:The new controllers look fine for interacting with something at arm's length, but what if you want to do something else like, you know, walk forward? What other current alternative is there aside from using an analogue stick.

Zerudaaaaa! wrote:I don't see the problem with using a standard pad. If anything, I can see that becoming the norm.

The opportunity for levels of immersion and realism like never before seen, and people still insist on twin strawberry floating analogues.

The new controllers look fine for interacting with something at arm's length, but what if you want to do something else like, you know, walk forward? What other current alternative is there aside from using an analogue stick.

One is fine, but you have head tracking, so what's the point of the other stick?

Fair point. But if you look at the number of people who already complain about having to slightly move your arm when playing a Wii game, I can imagine a traditional controller becoming the standard once the 'wow' effect wears off.

Virtual reality has been a part of popular culture for decades, but for many years it served more as a sci-fi narrative device than as a viable technology for consumers. That has changed dramatically in recent years, as advances in technology have finally allowed the geniuses creating virtual reality platforms to bring their visions to life like never before. The era of virtual reality is here.

That’s why we’re so excited to announce a new partnership between Microsoft and virtual reality pioneer Oculus VR. Earlier today, at an Oculus event in San Francisco, Head of Xbox Phil Spencer joined Oculus CEO Brendan Iribe on stage to share some details on what fans can expect to see when the Oculus Rift launches in Q1 2016.

The Xbox One controller will be included with every Oculus Rift. The Xbox One controller is designed for gamers, by gamers, for interchangeable gaming between Xbox One and Windows 10 PCs and tablets, with fine-tuned impulse triggers for greater precision and control and a D-pad engineered to deliver greater responsiveness. If you’re going to be playing your Rift games with a controller, this is the one you want in your hands. And, with the new Xbox Wireless Adapter for Windows that we unveiled last week included, you can play games on the Rift using the Xbox One controller wirelessly right out of the box.

Xbox One games will be playable on Oculus Rift. We shared earlier this year that you’ll be able to stream your Xbox One games to your Windows 10 PC or tablet. Now, we’re happy to announce that we’re bringing the same Xbox One streaming capability to the Rift, a feature that’s only possible through Windows 10. You can play your favorite Xbox One games, like Halo, Forza, Sunset Overdrive and more, on your own virtual reality cinema screen. It’s just like playing in a private theater, and you can even play with your friends through Xbox Live.

Windows 10 is the best platform for playing games on the Oculus Rift. The Rift will work natively with Windows 10 to make it easy to set up, jump in, and have an incredible VR gaming experience. Combined with Direct12 technology that unlocks the full capabilities of new Windows 10 graphics hardware, made-for-VR games on Windows 10 will have the fastest frame rates and top performance.

“We’re thrilled to be working closely with the team at Oculus. Their groundbreaking work in virtual reality is inspiring, and the Oculus Rift delivers a truly next-generation VR experience,” said Spencer. “We at Xbox are passionate about giving gamers the opportunity to play when and where they want. I can't wait to see the incredible games created for the Rift, and we are proud to be part of the experience."

Above all, we want to give gaming fans choices. Windows 10 is an open ecosystem that includes boundless opportunities for alternate realities, which is why we see the virtual reality of Oculus Rift as a perfect complement to the mixed reality offered by Microsoft HoloLens. For more on mixed reality, virtual reality, Windows 10 gaming and more, be sure to watch Major Nelson’s interview with CVP of Next Gen Experiences Kudo Tsunoda below.

We’re really excited about today’s announcement and what it means for fans of both Xbox and Oculus. You’ll be hearing more about this great news in the future, so stay tuned to Xbox Wire.

International Business Times: What motivated you guys to do this partnership?

Phil Spencer: For the real motivation, I go back to our origins with Windows when there were hardware companies doing real innovative work on top of our platform, and I think that's a good spot for us to be with Microsoft supporting these ecosystems. Some times we'll participate with products, like the Xbox, but in other opportunities it's best to find people who are doing amazing work and just say "What can we do to help you guys be more successful with your product?" And that's where we are with Oculus VR. I've known [Oculus VR CEO] Brendan Iribe for years, I've known the team, so it was natural because of the relationship. It was fun to come out and do this with them.

IBTimes: How does the partnership work? Will you guys get a licensing fee for each Xbox One controller?

Spencer: I won't go into the details, but it's nothing too complex. If you thought about how you might get a controller from us, it's kind of like that. On the other stuff, in terms of the technical integration, it's just working collaboratively on things that we're good at. There's not a financial thing there on the streaming. It's just we want them to be successful, we want Windows to be successful, and if people can play Xbox games in more places, we think that's good for everyone.

IBTimes: How will the Oculus Rift stream Xbox One games?

Spencer: It's really nice. It's a 2-D display in a 3-D world, so we're not turning all the Xbox games into virtual reality games. But the fact that you get a big screen -- the screen kind of feels like that (Spencer points to a giant projection screen at the event thats about 7 feet by 10 feet) -- and the fact that everything else is nonexistent, everything else is blacked out, your mind's eye is on the screen, it's really a nice, immersive, dark experience. And a lot of the guys back at the office, that's the way they want to play.

IBTimes: How will this partnership impact the Hololens, the augmented reality headset Microsoft announced earlier this year?

Spencer: This partnership allows us to focus on a space that's different from them with our Hololens, which has a lot of things still to be figured out. This partnership seemed like the right for me. The whole Hololens team sent me a picture -- they actually watched the briefing with the Hololens on, streaming the picture on the wall. It's like the most surreal thing, but they were all really excited about the show.

It's like when Man City get knocked out of the Champions League early and Pelagrini spins it by saying "we want to concentrate one the league".

I'm sorry that I'm having a pop at Microsoft yet again here, but with whole deal is gutter VR. See your Xbox games on a flat screen in a"virtual cinema" and play them using a controller that wasn't designed for VR. Lowest common denominator.

It's like when Man City get knocked out of the Champions League early and Pelagrini spins it by saying "we want to concentrate one the league".

I'm sorry that I'm having a pop at Microsoft yet again here, but with whole deal is gutter VR. See your Xbox games on a flat screen and play them using a controller that wasn't designed for VR. Lowest common denominator.

I wonder exactly how many times you are going to post the exact same thing. I must have seen you exclaim how terrible this is at least 3 or 4 times, we get it.

Personally while I don't think its a reason to get a VR headset, I won't knock it till I've seen a bit more about it. I can imagine how what he is describing might be an interesting use of the technology when you aren't playing VR games (which lets be honest there won't be a lot of for years to come if there ever are).

The controller thing is fine, till we get full body tracking with some kind of feedback and 360 degree treadmills VR is never really going to be what you want it to be anyway. A dual stick controller is a safe bet till something better comes along.

HSH28 wrote:The controller thing is fine, till we get full body tracking with some kind of feedback and 360 degree treadmills VR is never really going to be what you want it to be anyway. A dual stick controller is a safe bet till something better comes along.

We already have something better though, we have Oculus Touch, Vive controller and PS Move.

The whole "Let's not bother with VR until we get the holodeck" argument is ridiculous.

Playing Tuscany on a DK2 using Razer Hydra motion controls is an experience I'll never forget, everyone needs to try it if they get a chance.

HSH28 wrote:The controller thing is fine, till we get full body tracking with some kind of feedback and 360 degree treadmills VR is never really going to be what you want it to be anyway. A dual stick controller is a safe bet till something better comes along.

We already have something better though, we have Oculus Touch, Vive controller and PS Move.

The whole "Let's not bother with VR until we get the holodeck" argument is ridiculous.

Playing Tuscany on a DK2 using Razer Hydra motion controls is an experience I'll never forget, everyone needs to try it if they get a chance.

Unlike all those other controllers an xbone controller is familiar straight away most people can pick it up and use it. No one is saying its the be all and end all it's a nice controller to be in the box and its a good start. As for MS yes the whole streaming thing isnt amazing but it chucks their hat into the ring with strawberry float all effort so who cares its not like they have there own AR headset or anything...oh wait!